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- 2019-07-11 00:32:11
- Internet Archive HTML5 Uploader 1.6.4
Subject: Working on 1.19
If you already have Wyrmstooth installed it's recommended you either finish 'Barrow of the Wyrm' or start a new game due to the changes made to the main quest.
Most notable changes include TVDT occlusion, an MCM that lets you control Wyrmstooth start conditions, a recompilation of every single script, changes to the main quests that make them a bit lighter on your system, and a few additions to some dungeons.
Full 1.19 Changelog as of beta 1:
- Generated TVDT occlusion for the Dimfrost and Wyrmstooth worldspaces.
This should improve performance around the island.
- Removed some occlusion planes around the island that are no longer
necessary. Having too many can actually degrade performance.
- Optimized performance at Wyrmstooth Docks and Fort Moonwatch a bit more.
- Reduced the size of the battles in the refectory to reduce likelihood
of crashes on low end systems or systems that are maxing out VRAM.
- Removed a couple traps that were in obnoxious spots.
- Repositioned the secondary lever for the pressure puzzle in the
refectory so it's more visible.
- Added a hint for solving the pressure puzzle in the refectory.
- Built up the ruins outside the entrance to Wyrmstooth Barrow.
- Fixed a minor issue with weather in sub regions not set to override
main region weather.
- Removed a merchant chest and faction assigned to Elmera that she was
- Made a few more changes to the book 'History of Wyrmstooth'.
- Thickened the cloud around the island.
- The Marauder Footman who steals the claw no longer flees to Herman's
- A second trap has been set up to kill the Marauder Footman if he
somehow survives the first trap.
- Made a minor change to the way the steampool dragon encounter starts
so the second dragon triggers after the first.
- Reduced the glow intensity of bog beacon and deep beacon.
- Expanded Coldwave Crescent.
- Day/Night soundtracks should no longer play over dungeon soundtracks.
- Expanded Haetar's Cave.
- Fixed an issue with some dungeons not having music.
- Adjusted acoustic settings for several interiors to better match the
type of location.
- Expanded Krakevisa.
- Added 3 dragon mounds corresponding to the 3 dragons you fight on the
- Expanded Wyrmstooth Barrow Temple and Wyrmstooth Barrow Refectory.
- Made the button that opens the elevator in Vulthurkrah's room in
Dimfrost Luminatory easier to reach.
- Expanded Frostwind Folly to make it a bit less linear.
- Optimized performance in Belonir's Borg.
- Removed a couple script files that weren't being used.
- Recompiled all scripts. Included script source in the release.
- Reduced duration of draugr swarm and made them slightly less likely
- Renamed the starting quest 'Dragon Hunt' to 'Wyrmstooth'.
Note: Internally it's still called WTDragonHunt.
- Quests that should only be run once are now specifically set to only run
- Wyrmstooth NPCs are now placed into their positions only once you meet
quest start requirements. Lurius and Theodyn should no longer be seen
idling in the Bannered Mare before the quest starts.
- The quest 'Barrow of the Wyrm' no longer starts in the background
when the mod is loaded. It is now manually started when the intro quest
- Similarily, WTRebuild now only starts when 'Barrow of the Wyrm' finishes.
This should help alleviate some stuttering caused by a bunch of large
quests starting all at once as soon as the mod loads.
- Fixed a scripting bug that caused Stonehollow to rebuild too quickly.
- Added an MCM that allows you to change Wyrmstooth quest start conditions.
This feature will require SKSE and SkyUI. The mod will still function fine
- Wyrmstooth now starts by default at the end of 'Way of the Voice' rather
than at the start of it.
- The quest 'Barrow of the Wyrm' now shuts down properly and no longer
stays running in the background after you complete it.
- Quest items associated with 'Barrow of the Wyrm' are therefore now also
droppable once this quest is finished.
- Adjusted Vulthurkrah's leveling to scale a bit better with the
- The steampool dragons should now be a bit tougher too.
- Random encounters involving multiple NPCs now follow a leader.
- Vulthurkrah may now appear in a random encounter in Skyrim with a burning
merchant cart before you confront him at Ancient's Ascent.
- Made a few cosmetic changes to Fort Valus to mostly to make the exterior
better match the interior.
- Moved hellos from WTDragonHunt to WTDialogueIdle.
- Regenerated SEQ file.
Please note: I still plan on adding a couple things before release. If you come across any bugs please let me know.
If anyone wants to see a video review of Wyrmstooth check out the one done by The Zorgonians a few days ago: https://www.youtube.com/watch?v=YKjbbiIjaHE I think it does a pretty fair job of highlighting the good but also the numerous bugs this mod has that people should be aware of before going in.
Subject: One of the best mods ever made and a classic of Skyrim
Don't be fooled by these reviews, which pretend to be "in depth" but are as biased as they can be. Just the fact that these guys took time to write all that garbage tells millions about the kind of frustrated, bitter individuals that they are. Don't follow the haters. Try this mod and you won't regret it.
To those who won't stop posting their acrimony every time Jonx0r updates his mod, get a life, you cretins.
Writing - ● ○ ○ ○ ○
Very short simple story. I was able to get through the entire mod in just under 3 hours. Some grammatical issues and spelling mistakes break immersion. Some NPCs make a few contradictory statements which make it seem like the mod author didn't plan the story out properly before bringing voice actors on-board.
Level Design - ● ● ○ ○ ○
The island is a bit generic but is well populated with random objects such that it blends in well with the design of the original Skyrim worldspace. The dungeons are a different story with most being bits and pieces of base game dungeons copy/pasted together. Not very original at all. Enderal did a much better job with level design so I would recommend the mod author take a look at that project.There were plenty of potential story elements around the map such as a deactivated oblivion gate outside Wyrmstooth Crypt, but it's just there as simple set dressing and nothing more.
Voice Acting - ● ● ○ ○ ○
The voice acting of the random NPCs you that move into the mining settlement once the story is over were voice acted better than the NPCs involved in the main quest. The voice actor who voiced the wizard in Wyrmstooth Barrow was probably the most memorable.
Stability - ● ● ○ ○ ○
I had a few issues with quest-related NPCs running away while I was speaking to them. I also had a few random crashes around the island while walking around and occasionally when saving the game. I've read that this mod is inherently unstable so I made a separate save before starting it just in case it ended up corrupting my game as has been reported in the past.
Overall - ● ● ○ ○ ○
The community has a habit of over-hyping incomplete mod projects while at the same hand turning a blind-eye to mod projects that have had the due diligence put into their development. While Wyrmstooth is an interesting look into the distant past of Skyrim modding, I would instead recommend you try the following new lands/quest mods instead:
- Forgotten City
- Beyond Skyrim: Bruma
- Project AHO
- Midwood Isle.
Subject: reason for deletion
>Ok so against my better judgement I've decided to write up a short explanation about why I canned Wyrmstooth and my comics. I didn't think it would be necessary to say anything simply because I didn't think many people out there would give a toss. First and foremost though I have to thank and apologize profusely to the people who lent their vocal and musical talent to Wyrmstooth. I just wish I had it in me to have been able to make something that they would've been proud to reference as part of their portfolio.
Long story short, I lost my job and I guess the bitter realization is that some of the thousands of hours I sunk into these pet projects probably should've been spent on slightly more important things, like keeping my qualifications up to date so I wouldn't find myself in this situation. But hey, lesson learned (insert Dark Souls 'You Died' sound here). To me, making mods and comics was like that one good thing in your life that stops you from jumping into your car and driving it . I love making mods and comics, so much so that I don't trust that I'll have the self restraint to simply put them aside even in a situation like this. The Stannis Baratheon choice had to be made (yes I know how he ends up) and even now I'm finding it difficult to resist the urge to just start again from scratch and begin working on a huge mod for Fallout 4, but thinking about where my life will be in the next 6 months if I do is also kinda scary. I didn't enjoy deleting something I spent so much time working on but I know that if I didn't I'd probably be sitting here either working on Wyrmstooth 1.17 or the next chapter of the comic instead of job searching and I'm in absolutely no position to do the former.
Next stop Centrelink, all aboard the welfare train. Choo choo!
TL;DR: Lost my job, need to get my life in order, deleted everything because I don't trust I'll have the self restraint to just leave without going back to the thing that I love doing.
you suck and your mods suck. don't upload if you're just going to take it down because blumpf won an election you fucking retard.
Wyrmstooth Tweaks and Enhancement: by AndrealphusVIII